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0Roaming Pit00-1-1-11 standard action0V, S, M (powered diamond dust worth 10 gp)0no060mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels-1000cleric/oracle 6, druid 6, psychic 6, sorcerer/wizard 5, summoner/unchained summoner 5Magic Tactics Toolbox0110-1-100005This spell functions as create pitAPG, except the pit is capable of movement. As a move action, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit's movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a Reflex saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.00creation101 round/level-105medium (100 ft. + 10 ft./level)

Roaming Pit

School conjuration (creation); Level cleric/oracle 6, druid 6, psychic 6, sorcerer/wizard 5, summoner/unchained summoner 5

CASTING

Casting Time 1 standard action
Components V, S, M (powered diamond dust worth 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

This spell functions as create pitAPG, except the pit is capable of movement. As a move action, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit's movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a Reflex saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.

NULL-100505-16conjuration-1006-10-10065-11-1-1-110Reflex negates0-100

This spell functions as create pitAPG, except the pit is capable of movement. As a move action, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit's movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a Reflex saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.

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